| Literature DB >> 33354616 |
Frida André1, Niroshani Broman1, Anders Håkansson1, Emma Claesdotter-Knutsson1.
Abstract
INTRODUCTION: Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media.Entities:
Keywords: DSM-5, Diagnostic and Statistical Manual of Mental Disorders (DSM–5); ESA, Entertainment Software Association; GAS; Gaming; Gaming addiction; ICD 11, International Classification of Diseases; RSP, Remaining Study Participants; Risk factors
Year: 2020 PMID: 33354616 PMCID: PMC7744933 DOI: 10.1016/j.abrep.2020.100324
Source DB: PubMed Journal: Addict Behav Rep ISSN: 2352-8532
Fig. 1Inclusion procedure.
Excluded individuals.
| Basic demographics | ||
|---|---|---|
| Total no. | Percent | |
| Gender | ||
| Male | 98 | 47.1 |
| Female | 107 | 51.4 |
| Transgender | 3 | 1.4 |
| Total | 208 | 12.9 |
| Age, Years | ||
| 15–18 | 48 | 14.1 |
| 19–24 | 60 | 17.6 |
| 25–29 | 40 | 11.8 |
| 30–39 | 85 | 25.0 |
| 40–49 | 52 | 15.3 |
| 50–59 | 30 | 8.8 |
| 60- | 25 | 7.4 |
| Total | 340 | 21.0 |
Numbers and percent of excluded individuals responding on gender items.
Numbers and percent of excluded individuals responding on age items.
Characteristics.
| Total no. | Percent | Total no. | Percent | Total no. | Percent | |
|---|---|---|---|---|---|---|
| Gender | ||||||
| Male | 260 | 52.5 | 770 | 50.7 | 1030 | 49.6 |
| Female | 292 | 46.8 | 747 | 49.2 | 1039 | 50.1 |
| Transgender | 4 | 0.7 | 2 | 0.1 | 6 | 0.3 |
| Age, Years | ||||||
| 15–18 | 43 | 7.7 | 60 | 3.9 | 103 | 5.0 |
| 19–24 | 123 | 22.1 | 170 | 11.2 | 293 | 14.1 |
| 25–29 | 64 | 11.5 | 152 | 10.0 | 216 | 10.4 |
| 30–39 | 127 | 22.8 | 268 | 17.6 | 395 | 19.0 |
| 40–49 | 90 | 16.2 | 276 | 18.2 | 366 | 17.6 |
| 50–59 | 61 | 11.0 | 291 | 19.2 | 352 | 17.0 |
| 60- | 48 | 8.6 | 302 | 19.9 | 350 | 16.9 |
| Gaming behavior | ||||||
| Addicted | 5 | 0.9 | 20 | 1.3 | 25 | 1.2 |
| Problem | 57 | 10.3 | 52 | 3.4 | 109 | 5.3 |
| Engaged | 34 | 6.1 | 60 | 3.9 | 94 | 4.5 |
| RSP-group | 460 | 82.7 | 1387 | 91.3 | 1847 | 89 |
Prevalence of gaming categories within subgroups.
| % (n) | % (n) | % (n) | % (n) | ||||
|---|---|---|---|---|---|---|---|
| Overall frequency | 4.5 (94) | 5.3 (109) | 1.2 (25) | 89.0 (1847) | |||
| Male gender | |||||||
| Yes | 3.9 (40) | 0.211 | 6.4 (66) | 0.021 | 1.6 (16) | 0.140 | 88.2 (908) |
| No | 5.2 (54) | 4.1 (43) | 0.9 (9) | 89.9 (939) | |||
| Ever considered seeking treatment | |||||||
| Yes | 8.0 (59) | <0.001 | 7.6 (56) | <0.001 | 1.6 (12) | 0.110 | 82.7 (607) |
| No | 2.6 (35) | 4.0 (53) | 1.0 (13) | 92.5 (1240) | |||
| Enough friends | |||||||
| Yes | 3.8 (63) | 0.001 | 4.5 (75) | 0.001 | 1.1 (19) | 0.437 | 90.6 (1551) |
| No | 7.7 (31) | 8.4 (34) | 1.5 (6) | 82.4 (332) | |||
| Age | |||||||
| 15–18 | 5.8 (6) | 0.026 | 14.6 (15) | <0.001 | 2.9 (3) | 0.053 | 76.7 (79) |
| 19–24 | 8.2 (24) | <0.001 | 10.6 (31) | <0.001 | 1.4 (4) | 0.505 | 79.9 (234) |
| 25–29 | 11.6 (25) | <0.001 | 6.9 (15) | 0.003 | 0.9 (2) | 0.975 | 80.5 (174) |
| 30- | 2.7 (39) | <0.001 | 3.2 (48) | <0.001 | 1.1 (16) | 0.278 | 93.0 (1360) |
| Hours chatting on internet/social media | |||||||
| <1–4 | 4.1 (81) | <0.001 | 4.5 (88) | <0.001 | 0.6 (12) | <0.001 | 90.7 (1775) |
| >4 | 10.9 (13) | 17.6 (21) | 10.9 (13) | 60.5 (72) | |||
Compared with RSP-group.
Compared with frequencies within the age group 30 years of age or older.
Compared with frequencies within all of the younger age categories.
Problem/addicted gamers vs highly engaged gamers and the RSP-group.
| % (n) | ||
|---|---|---|
| Overall frequency | 6.5 (134) | |
| Male gender | ||
| Yes | 8.0 (82) | 0.006 |
| No | 5.0 (52) | |
| Ever considered seeking treatment | ||
| Yes | 9.3 (68) | <0.001 |
| No | 4.9 (66) | |
| Enough friends | ||
| Yes | 5.6 (94) | 0.002 |
| No | 9.9 (40) | |
| Age | ||
| 15–18 | 17.5 (18) | <0.001 |
| 19–24 | 11.9 (35) | <0.001 |
| 25–29 | 7.9 (17) | 0.025 |
| 30- | 4.4 (64) | <0.001 |
| Hours chatting on internet/social media | ||
| <1–4 | 5.1 (100) | <0.001 |
| >4 | 28.6 (34) | |
Compared with frequencies within the age group 30 years of age or older.
Compared with frequencies within all of the younger age categories.
Problem/addicted gamers vs both highly engaged gamers and the RSP-group.
| Male gender | |||
| Yes | 2.737 | 1.826–4.104 | <0.001 |
| No | 1 | ||
| Age | |||
| 15–18 | 1 | ||
| Per increase in age range | 0.653 | 0.544–0.782 | <0.001 |
| Enough friends | |||
| Yes | 0.652 | 0.429–0.991 | 0.045 |
| No | 1 | ||
| Ever considered seeking treatment | |||
| Yes | 1.939 | 1.310–2.871 | 0.001 |
| No | 1 | ||
| Hours chatting on internet/social media | |||
| >4 | 5.299 | 3.237–8.673 | <0.001 |
| <4 | 1 |
Problem/addicted gamers vs engaged gamers.
| Male gender | |||
| Yes | 2.066 | 1.170–3.647 | 0.012 |
| No | 1 | ||
| Age | |||
| 15–18 | 1 | ||
| Per increase in age range | 1.001 | 0.760–1.319 | 0.992 |
| Enough friends | |||
| Yes | 1.010 | 0.544–1.876 | 0.975 |
| No | 1 | ||
| Ever considered seeking treatment | |||
| Yes | 0.751 | 0.413–1.365 | 0.347 |
| No | 1 | ||
| Hours chatting on internet/social media | |||
| >4 | 2.262 | 1.058–4.833 | 0.035 |
| <1–4 | 1 |